Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
A basic hex-and-counter wargame set in the Spinward Marches of the Traveller RPG universe. Designed as a campaign aid for Traveller but a playable game on its own.
Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Action Queue
Place actions into an ordered queue that resolves now or on later turns.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Combat Results Table
Compare opposing strength as a ratio, then consult a table to resolve combat.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
A basic hex-and-counter wargame set in the Spinward Marches of the Traveller RPG universe. Designed as a campaign aid for Traveller but a playable game on its own. Movement of units are generally pre-plotted and executed simultaneously, combat then occurring where necessary. Each turn is one week, each hex one parsec. Components: 22" X 26" Game Map; 720 Counters; Four 8.5" x 11" Chart Sheets; Two Dice Box